WorldGen utilizes UV mapping [1]} which is a well-known process in computer graphics that projects a 2D image onto a 3D model's surface. Along with RGB images, open-source textures are often composed of displacement and normal maps in order to fake the lighting of bumps in the 3D model. These mapping techniques are used to re-detail a simplified or low-poly mesh without increasing the number of vertices, thus reducing the rendering time. By varying the strength of the displacement and normal maps, a structurally different variant of the same object can be rendered without a need to modify the 3D object (See Fig. REF ). Thus, we modify these maps with additive white Gaussian noise before applying them to the 3D objects. Such variational texture mapping can contribute to the generation of thousands of similar object renders from a small set of object meshes. This can be used to generate large amounts of datasets to predict geometric quantities (or annotations) like optical flow for better generalizability across different domains. For more details, read Sec. REF .
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